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    Wednesday, June 10, 2020

    Clash Royale Literally Unplayable!!

    Clash Royale Literally Unplayable!!


    Literally Unplayable!!

    Posted: 10 Jun 2020 10:35 AM PDT

    A soul for a soul��

    Posted: 10 Jun 2020 02:02 PM PDT

    Is anyone else bothered how they aren’t identical!

    Posted: 10 Jun 2020 03:05 PM PDT

    Nostalgia :') and I know that I'm too lucky :P

    Posted: 10 Jun 2020 12:47 AM PDT

    My bandit found a new home and decided to stay there

    Posted: 10 Jun 2020 04:13 AM PDT

    Using skeleton barrel to counter minion horde/prince. 11 elixir push stopped with just 3 elixir to turn the match around.

    Posted: 10 Jun 2020 11:35 AM PDT

    That firecracker (ignore the watermark)

    Posted: 10 Jun 2020 09:37 AM PDT

    The shade of grey is different. Literally unplayable.

    Posted: 10 Jun 2020 04:20 PM PDT

    Full house

    Posted: 10 Jun 2020 07:58 PM PDT

    Sorry buddy.... One of us had to have 3 win conditions.

    Posted: 10 Jun 2020 11:40 AM PDT

    Rate my Princes Dream emote deck.

    Posted: 10 Jun 2020 12:45 PM PDT

    Horrible Global Tournament F2P Rewards

    Posted: 10 Jun 2020 05:16 PM PDT

    The F2P rewards in the upcoming Global Tournament are absolutely PATHETIC. The majority of players will not make it to 12 wins let alone 10 wins. In my opinion, playing the Global tournament to only receive 2 silver chests, 2 gold chests, and 3,500 gold is a complete waste of time. Yes, I am aware you get 1 token of each for hitting 8 wins, but that adds no progression to the game. If you are one of the skilled players to make it to 12 wins you still only get a lightning chest providing you with an additional 650 gold, 21 rares and 2 epics.

    I think that is an absolute JOKE.

    What will it take for Supercell to provide some relief for F2P players? Maybe if we stop playing the Global Tournaments they will get the hint.

    I have been playing for 4 years and am very close to uninstalling the game.

    Do you guys think this is fair? Let me know what you think.

    submitted by /u/Half_Jesus
    [link] [comments]

    So, has anyone else noticed this pic shows Dark Prince getting shot directly in the face?

    Posted: 10 Jun 2020 10:27 AM PDT

    I took both towers at the same time :)

    Posted: 10 Jun 2020 01:50 PM PDT

    With some paint and a sharpie, I made some clash Royale characters and a barb hut!

    Posted: 10 Jun 2020 06:55 PM PDT

    By far the closest game I ever had. Being under leveled isn't fun but it's a nice challenge.

    Posted: 10 Jun 2020 03:15 PM PDT

    Not mine, but I looked at my opponent’s best season, and what are the odds of ending the season with the placing and trophy count being the exact same?

    Posted: 10 Jun 2020 05:09 AM PDT

    [Strategy] Minion Horde: Use, synergy, countering, and relative card breakdown

    Posted: 10 Jun 2020 10:19 AM PDT

    Hello, guys it's H_R here. Today, we have the minion horde. The minion horde is a 5 elixir swarm troop which has 6 minions. This card can be an effective defensive unit as well as a great punishment unit. I hope you guys enjoy and comment down below on why card you would like to see done. I have already finished sparky post and will post it tomorrow!


    Stats

    lvl 9

    • Elixir: 5

    • Rarity: Common

    • Arena: PEEKA's Playhouse

    • Damage: 84

    • Hit points: 190

    • Hitspeed: 1 sec

    • DPS: 84

    • Targets: Air&Ground

    • Range: Melee Long

    • Speed: Fast

    • Mass: 2

    • Count: 6


    Synergy:

    • Miner: The minion horde is a lot like bats: a fast areal threat that can deal damage quickly when tanked for. The miner tanks for counter pushing minion horde and they are low on elixir, so it will be hard for them to properly counter it.

    • Light swarms: Such as Skarmy or lighter troops such as skeletons: I don't know if this is counted as a synergy, however they do work "together" in a sort of sense. The light swarms act as bait for the minion horde, which now the opponent does not have arrows/zap to deal with it or soften it up easily.

    • Heal spirit/battle healer: The heal spirit jumps and quickly is able to heal the minions up from spells weakening it, and making the overall threat amount even worse. Battle healer does the same, and can actually tank for the minions as well.


    Various effective decks this card is featured in:

    • Bait: The Minion horde is best used as a punishment in bait after the opponent has dealt with other cheaper swarms with a spell. Punishment value is great here and is why they are used like this.

    • Mortar-bait: Uses bait as a strategy, so more of the same. However the minion horde also is able to protect the Mortar after spells are used as well. This helps a lot and gives a counter push.


    How to use

    The minion horde is a 5 elixir common that spawns a decent 6 minions in a circle. The minion horde deals decent damage and is great on the defensive end.

    When you are using the minion horde, you would want to use it as the punishment for using a lower spell, such as zap or arrows or even medium damage spells such as Fireball and poison.

    The reason behind this is because it costs 5 elixir. There are plenty of 4 or 3 elixir cards that can bait it out for a neutral elixir trade, however spelling a minion horde is a positive elixir trade on the opponent, which for repetitive plays such as a bait play, you rarely want to keep giving the opponent elixir.

    Against tanks, it does really well. A 504 DPS is not too shabby against tanks such as the Giant, which it will get through in about 7 seconds. The Golem, however will be a negative elixir trade, since it's death damage evaporates the minions. The golemites will absolutely go ham on the tower. The golemites themselves though are much weaker to the flying menaces. The minions will not die to the death damage, and if you use the heal spirit or battle healer as mentioned, it won't be pleasant to the opponent.

    This card, while sometimes wrongly used as an offensive punishment, should rarely be used that way and more for the defensive counter push. It costs quite a bit of elixir and if they have proper answers for a positive elixir trade then that will be an effective play for the opponent.


    Use/Win Rates: thoughts on how popular minion horde is in the current meta game.

    The minion horde is not in the healthy side of the use and win rates chart. A 3% use is already not good, but a 46% win rate, just at the bottom of even viable, is very bad when taking into consideration the fact that there isn't nearly as many people using it compared to a healthy 9% use card. So, is it just a bad meta? Or do both minion horde and minions need some positive treatment as a buff?

    What are your thoughts on minion horde in the current meta?


    Countering

    The minion horde's worst counter is arrows. A 3 for 5 trade and an insta kill isn't to pleasant for these fellas.

    When they don't have a spell, wizard and executioner take them out swiftly taking one shot to kill minions. Baby Dragon, Magic Archer, Fire spirits, Skeleton Dragon, Princess and witch all need to get two shots to take out minions


    Conclusion

    The minion horde is a 5 elixir cost common that has some if the greatest DPS in the game, being able to spawn 6 minions. It is really good as both a defensive card and a counter pushing threat which can definitely endanger the tower when improperly dealt with.

    As always, I hope you enjoyed the post and if you want to see more strategy posts on your favorite cards, comment down below.

    Thanks for reading!

    HR

    submitted by /u/Huffelpuff__rainbow
    [link] [comments]

    Today I finally unlocked all the 152 available emotes for my account! ������

    Posted: 10 Jun 2020 04:23 PM PDT

    The Rise of Fireball

    Posted: 10 Jun 2020 11:16 AM PDT

    Fireball has risen!

    Although fireball will likely never be quite as good as poison again, I just wanted to share to the community this rise of fireball that I don't see talked about.

    Over the last 2 months, fireball has been suffering in silence in both usage and win rates. I was actually surprised by how unnoticed this was. For such a classic medium spell, fireball was pretty bad, at least compared to poison! (For those that can't open the link, fireball had a 7% usage and 41% win rate in April)

    But last month and this month's balance changes have saved it from mediocrity!

    With earthquake no longer being OP, classic decks such as hog 2.6 and 2.9 xbow get a decent boost. With the new OP card this season being the skeleton dragons, that also gives more incentive to use fireball to quickly get rid of the dragons.

    These were the two main factors, but the popularity of graveyard going down because of the baby dragon nerf also helped fireball. There is also the quiet rise of 3 musketeers, also helping fireball.

    With royal delivery no longer being OP, fireball is replacing the space that royal deflivery left.

    This is especially accentuated by how strong royal hogs are now that bomb tower and royal delivery got nerfed.

    Overall, fireball is in a much better spot, even though nothing has directly happened to it. I don't know if supercell was ever thinking about fireball, but hey, I'm impressed that this even happened.

    I do think that fireball will probably go back down once skeleton dragons get nerfed, but hopefully fireball won't go down too much.

    Fireball has pretty much lagged behind poison for a long time, and it is possible that it will sink back down into mediocrity once again. What do you guys think?

    submitted by /u/BestN00b
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    Reworks for Three Problematic Cards

    Posted: 10 Jun 2020 09:33 AM PDT

    I was talking with a friend about some potential balance changes for a couple of weak and/or disliked cards and thought that it would be worth sharing some of these ideas with the community!

    Note: This post is fairly long.

    All statistics are taken from RoyaleAPI and are accurate as of June 9th, 2020.

    Elite Barbarians

    Why does it need balancing? Elite Barbarians is the prime example of the "noob crusher" card. They are found almost exclusively in low-level casual ladder, but starting around Masters 2 or 3, they begin disappearing. In challenges, they are one of the worst cards to use: on defense, they are outclassed by cards like Mini PEKKA, Valkyrie, Barbarians, the princes, and buildings like Inferno Tower. On offense, they are less threatening than cards like Lumberjack and the princes. The fact that 4 elixir cards can do a better job than the 6 elixir Elite Barbarians on both offense and defense is concerning. Add in the stereotype of the classic cancerous card shared by most of the community, and you've got a problem.

    The Statistics: In Grand Challenges in the past week, EBarbs have an almost 0% use rate with a poor 10% win rate. On ladder, they have a 3% use rate with a 48% win rate. This supports the claim above of a problem existing, especially the Grand Challenge stats.

    What is the goal of balancing? The aim is to rework Elite Barbarians such that they are a viable option in challenges, while also removing some of the parts of Elite Barbarians that made them toxic in the first place. No one wants OP EBarbs, but they can certainly be a niche option for defense and counterpushing.

    The Solution:

    1. Speed: Very Fast --> Fast
    2. Hitspeed: 1.7 seconds --> 1.5 seconds
    3. "Sight Range" +30% (make them easier to kite)

    Why this Solution? We've all probably had that moment where that one EBarb did not get kited and took out most of the tower. We've also all had that time when the skill less opponent just drops EBarbs + Rage at the bridge and gets away with it sometimes due to how fast they are. By nerfing their speed and increasing their kiting ability, it removes these much-hated aspects of the card and gives it a little more skill in that it can no longer just be mindlessly spammed with great success. By decreasing the hitspeed, EBarbs get more defensive value, being able to barely deny a hog (I did not do the math on this, so not sure if 1.5 seconds is the correct number) if placed and timed well, giving EBarbs more skill. This also compensates for the speed and kiting changes by giving them more DPS and therefore more threatening offense potential.

    Witch

    Why does it need balancing? Witch has always been in a strange position, but with the exception of October 2019, she has been more of a ladder-associated card. Before October 2019, she was almost nonexistent in challenges but a pain on ladder, not being able to die to Poison + Zap. When she was buffed in October, she was extremely broken and everywhere due to her very high damage and four skeletons spawn that constantly protected her. Almost no one appreciated the Witch meta. After her subsequent nerf, however, there's only one word that can describe her: trash. Although four skeletons still spawn, Witch is not much of a threat because of her low damage and vulnerability to spells. Almost every other glass cannon overshadows her and provides the same spell bait that Witch does.

    The Statistics: In Grand Challenges in the past week, Witch has a 1% use rate and a 11% win rate. On ladder, Witch has an 8% use rate and a 47% win rate. This highlights Witch's association with ladder, while the low win rates demonstrates how bad she currently is right now.

    What is the goal of balancing? Supercell had the right idea with the October 2019 buff, but it wasn't executed well. The ideal witch would be something in between the Witch of October 2019 and the Witch today, to make her a usable option in challenges while also ensuring that what made her OP and cancer to fight does not resurface.

    The Solution:

    1. Hitspeed: 1.1 seconds --> 0.75 seconds
    2. First Skeleton Spawn Speed: 3.5 seconds --> 2 seconds
    3. Number of Skeletons Spawned Per Wave: 4 --> 3

    Why this Solution? For Witch to be a viable option, she must be able to counter things. Decreasing her hitspeed to 0.75 seconds gives her the DPS of a Flying Machine, allowing her to barely deny a Balloon with good timing (but still taking the bomb damage). Buffing the initial skeleton spawn speed gives Witch the ability to be deployed more reactively. In order to prevent another October 2019 incident from occurring, the number of skeletons spawned goes back down to 3, also compensating a little for her much greater DPS. In the case that Witch is too underpowered or OP, these changes are very easy to tinker to bring Witch to a balanced state. Keeping the HP the same also ensures that she does not have the spell resistivity that made her so annoying to face on ladder earlier.

    Freeze

    Why does it need balancing? It's hard to find a person who enjoys playing against Freeze. Freeze is arguably one of the most hated cards in the game. More objectively, Freeze isn't that unbalanced, in fact even being a card on the weaker side, but its ability to quickly turn a game around and its concept of completely disabling troops and buildings is off-putting to many. If anything, the main reason for this change would just be to make it less toxic to the community. Additionally, most Freeze decks use either Hog, Balloon, or Graveyard, so there's definitely an opportunity to make Freeze a little more versatile and a little less toxic.

    The Statistics: In Grand Challenges in the past week, Freeze has a 2% use rate with a 43% win rate. On ladder, Freeze has a 4% use rate with a 49% win rate. These stats clearly indicate a solid lower tier card, but it does not tell why it is so hated.

    What is the goal of balancing? I accept that even after my proposed changes, people are likely to continue hating on Freeze simply because its core concept involves disabling troops and buildings. Because of this hatred, the goal is not to make Freeze one of the best cards in the game (we all saw how badly people reacted when we had a Freeze meta), but instead something a little more tolerable and slightly more versatile.

    The Solutions:

    Rework 1:

    1. Complete Freeze Duration: 4 seconds --> 2.5 seconds (completely disables everything in radius)
    2. Slowdown Duration: 0 seconds --> 2.5 seconds (happens right after complete freeze)

    The Slowdown would reduce both movement and attack speeds by 35%, just like an Ice Wizard hit.

    Rework 2:

    1. Elixir: 4 --> 3
    2. Complete Freeze Duration: 4 seconds --> 2 seconds (completely disables everything in radius)
    3. Slowdown Duration: 0 seconds --> 2 seconds (happens right after complete freeze, same as in Rework 1)

    Why this Solution? The most hated part of Freeze is its surprise factor as it suddenly disables your troops, turning games around without one player truly outplaying the other. By reducing the duration of that effect in both reworks, it takes away from its devastating power. Rework 1 compensates for this decrease by increasing the total effect time to 5 seconds, with the slowdown effect being in place for the second half so that troops and buildings can still defend and potentially keep the tower alive or even healthy. This also ensures that using Freeze on defense, another hated usage of the card, is not as viable, which defines Freeze as a more offense-based card. Rework 2 is more bold, decreasing the elixir cost to make Freeze a more versatile option, and it may create an OP freeze, so I'm open to constructive criticism and suggestions about that one.

    This is my first Reddit post on this subreddit, so if I broke some convention or did something wrong, please let me know! I am looking forward to hearing your thoughts on these proposed changes!

    submitted by /u/Raul2113
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    I love seeing the skeleton dragons used in new creative decks!

    Posted: 10 Jun 2020 07:24 AM PDT

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